Carrier ships in armada 2 and other questions -1 reply

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BARLEY

I'm too cool to Post

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15th December 2002

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#1 15 years ago

I have just stared experimenting and going through the mod stuff for armada 2 and had a few questions for the veterns.

1)Is the only way to make a carrier ship in armada(assuming this would work) by merging 1 min/max carrier to 1 min/10 max fighter ? I haven't tried it yet but I think it will. The object would be the carrier would move at warp speeds much faster than the fighters plus the carrier would repair etc the fighters.

2)Am I constrained by the special/special weapons hard coding pretty much ?

3)I have verified that anything over 50,000 X 50,000 starts to really slow down maps, any way to hunk megs it kinda thing ?

4)Planets seem a bit vague in coding as well... ?

5)Where can I have my future mod site hosted ?

6)Oh and also do ships retain damage when they merge / unmerge ?

Thanks, also, I think the shadow ship from b5 was pretty cool by the way.




BARLEY

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15th December 2002

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#2 15 years ago

Hmmm, noticed the drone thingy's, could be good for the carrier but I noticed that when I gave them a longer range they took awhile to come home.

Had another idea too for my total conversion mod. I will probably create new planets as follows:

1)planet that is non racial specific 2)planet that is racial specific for starting the game

The planets will be destroyable, but will only be destroyable by very special weapons(like biopulse and singularity's). The planets will take much of the brunt of advancing tech and various structures. Basically bases and structures will be heavily planet based. I tried substituting a planet sod for a starbase for initial experimenting and noticed that there was no texture. I will figure this out later I guess, but if anyone has a quick answer would appreciate it. thxs...




Atlantis

The Confused Vorlon

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2nd November 2002

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#3 15 years ago

Its because the planet textures are added onto the model in the odf file

If you want I could make models with textures of all the stock planets?

ATL/DMobley




Major A Payne

The 6th Day

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7th August 2002

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#4 15 years ago

Originally posted by Atlantis Its because the planet textures are added onto the model in the odf file If you want I could make models with textures of all the stock planets? ATL/DMobley

Incorrect. The model has its texture maps applied and when converted they are embedded as part of the SOD model. As long as the textures you plan to use are laid out similairly to the original ones and use the same name then they'll work.




BARLEY

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15th December 2002

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#5 15 years ago

Well the textures may be part of it but why then do they not show up when I put "baseName = "Mplanet.SOD"" ? For the federation star base model ?

ps:your not going to tell me it's because the star base is labeled a craft ?

psps:I also tried adding the command for texture etc...




Major A Payne

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#6 15 years ago

In my experience the BaseNAME command ALWAYS has the SOD extension ommited from between the quotes.




Atlantis

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#7 15 years ago

groundTextureName = "PB_CLSSD"

Then this line of odf code is for what?

NB: I've made models of all planets with texutres pre-attatched like a NORMAL ship/station. Theyve been sent to Armada2Files.com and will be emailed to you too.

ATL/DMobley




Major A Payne

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#8 15 years ago

Originally posted by Atlantis groundTextureName = "PB_CLSSD" Then this line of odf code is for what? NB: I've made models of all planets with texutres pre-attatched like a NORMAL ship/station. Theyve been sent to Armada2Files.com and will be emailed to you too. ATL/DMobley

Well as I say in my experience the textures are embedded in the SOD. As for that line, it may be used as well. I've never had to use it myself anyway.